Difference between revisions of "Acre"

From Nookipedia, the Animal Crossing wiki
m (→‎In Animal Crossing Wild World: Replacing game name with template)
 
(73 intermediate revisions by 25 users not shown)
Line 1: Line 1:
'''Acres''' is the term used to describe distances in {{SER}}. The map shows the acres and the people that live in them. To make the town perfect, a certain amount of trees and flowers in the acre spread apart evenly is needed.
+
[[File:PG Town Map.png|250px|thumb|A town map in {{PG|nolink}}, with marked acres.]]
 +
'''Acres''' are grid elements measuring 16x16 spaces in the [[player]]'s [[town]]. Each game in the {{SER}} arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including {{DnMe+}} there is an explicitly designated acre system viewable from the map screen. Subsequent titles (up until {{NH}}) removed the explicit acre system in favor of an open and scrolling rounded-world design, although the acres are still used to determine [[Environment rating|perfect town]] status ({{NL}} being the exception).
  
==In ''Animal Forest'' and ''Animal Crossing''==
+
In all titles cedar tree growth is limited to the two northernmost rows of acres while coconut tree growth is limited to beach acres; however, in {{NH|short|nolink}}, these trees can be moved anywhere where there is sufficient space with the player's [[shovel]] without suffering any adverse effects, provided they are fully grown.
In {{AF}} and {{PG}}, the player could only be in one acre at a time, but in {{WW}} and {{CF}}, the map is more fluid, allowing the player to straddle the edges.
 
  
==In ''Animal Crossing (GCN)''==
+
==Appearances==
There are 5x6 acres, each consisting of 256 squares for planting trees, flowers etc. The squares are arranged in 16x16 squares, making a total of 7680 squares, the largest amount in any game, possibly excluding [[Animal Crossing 3DS]]. There is 1/5 chance of finding a beehive in a regular oak/cedar [[tree]] in every acre (5 spawn daily), as well as one tree in every acre containing 100 bells and another containing some common [[furniture]]. There are also cliffs, which are present in every game, excluding ''Wild World.''
+
[[File:Acre Count Comparison.png|thumb|Graphic comparing the acre count of each {{PG|nolink}} title.<br><br>Pink: {{WW|short}}<br>Blue: {{NL|short}}<br>Orange: {{CF|short}}<br>Green: {{PG}}<br>Yellow: {{NH|short}}]]
 +
===In {{DnM|nolink}}, {{DnM+|nolink}}, {{PG|nolink}}, and {{DnMe+|nolink}}===
 +
{{DnM}}, {{DnM+}}, {{PG}}, and {{DnMe+}} feature a town measuring five acres across by six down. Town maps are generated semi-randomly; some acre models may only appear in a designated space (the [[train station]] is always located in Acre A-3) while others are more flexible. Acres are marked on the map, with columns being labeled 1 through 5 and rows being labeled ''A'' through ''F'' in {{PG|nolink}}; in Japanese versions, including {{DnMe+|nolink}}, both columns and rows are labeled with numbers.
  
In a new GCN town, the only time two trees will be diagonally adjacent is when they are on opposite sides of the acre boundary.
+
Every time the player moves into an acre (with the exception of a player exiting their house upon loading the game), one [[List of fish in Animal Crossing|fish]] and one [[bug]] spawn at the locations programmed within the acre data. The bug and fish within the acre disappear upon moving six squares away from that acre. Bugs cannot move outside of an acre; should a [[Banded Dragonfly]] fly outside of the acre it will fly up and disappear. However, fish can move with the river current and end up in the next acre. The bug and fish that appear in the acre are determined by their rarity.
  
==In ''Animal Crossing Wild World''==
+
===In {{WW|short|nolink}}===
Acres still exist in ''Wild World'', but they are not nearly as visible. In total, each acre in ''Wild World'', there are 16 acres (opposed to {{PG}}'s 30 and [[City Folk]]'s 25), but each acre is still 16x16 squares. That means each acre is 256 squares in total and that also means the entire town is 4096 squares. In each acre, there is at least one regular tree that gives out 100 bells daily, when shaken. Additionally, in ''Wild World, ''there is also a 3/20 chance of encountering a swarm of bees when an ordinary tree is shaken (3 swarms spawn daily, not to be confused with a [[honeybee]]), and 1 regular tree also holds some common [[furniture]], which falls out when the tree is shaken. Additionally, cliffs have been removed from ''Wild World.''
+
{{WW}} is the first game in the series to feature a scrolling rounded-world design. Each town is made up of only 16 acres (four across and four down), giving {{WW|short|nolink}} the smallest town map of any game in the {{SER|nolink}}. Explicit acre boundaries do not exist, but they are still used in the game's code to determine perfect town status.
  
Unlike the GCN game, ''Wild World'' has continuous scrolling and doesn't display acre boundaries on the map.
+
Fish and bugs no longer spawn upon entering an acre, instead they appear in designated spawn locations out of viewing range of the camera. Up to one bug or fish may appear in a given spawn location at a time, however unlike previous games in the series, there is a not a 100% chance of a bug or fish appearing in each acre. A bug or fish's rarity also affects the likelihood of its appearance.
But look closely at the river; there will be a slight break in the '''waves''' when they cross the acre boundary.
 
In addition, no rock or building will be placed on the outermost square of an acre.
 
  
==In ''Animal Crossing City Folk''==
+
===In {{CF|short|nolink}}===
Acres are very similar to the ones in ''Animal Crossing (GCN)'' and ''Wild World'', and function in much the same way. There are still 16x16 squares, but there are only 5x5 acres, dissimilar to both it's predecessors. The ratio of beehives, furniture and bells per acre is identical to ''Animal Crossing (GCN)''
+
{{CF}} maintains the open, rounded-world design introduced in {{WW|nolink}}. Each town is made up of 25 acres, five across and five down, making it the third largest of any game yet released. The acres are not explicitly marked but again are used to determine perfect town status. The game also introduces a new [[city]] plaza accessible via the bus stop.
  
Like ''Wild World'', ''City Folk'' has continuous scrolling and doesn't display acre boundaries on the map.
+
{{CF|short|nolink}} also uses many of the same bug and fish spawning procedures as seen in {{WW|short|nolink}}, though fish are now capable of spawning within the viewing range of the camera as well as outside of it. Bugs, however, remain the same in that they always spawn outside of viewing range.
But look closely at the river; there will be a slight crack in the '''banks''' when they cross the acre boundary.  
 
  
==In ''Animal Crossing 3DS''==
+
===In {{NL|short|nolink}}===
Very little is currently known about ''Animal Crossing 3DS'', but it is sure to involve cliffs, unlike ''Wild World'', which was for the original Nintendo DS. Due to the improved processing power and expanded cartridge memory of the Nintendo 3DS, the map may be bigger. However, it has not been confirmed.
+
{{NL}} features a 20-acre [[map|town map]], five acres across and four down. This places it in between the sizes of the {{WW|short|nolink}} and {{CF|short|nolink}} maps. The game also features additional map areas such as the sea to Tortimer Island, [[Tortimer Island]] proper, the [[Main Street]] and the four parts of the [[Happy Home Showcase]].
  
[[File:AC3DS_3.png|thumb|An early screenshot of [[Animal Crossing 3DS]]. It shows a cliff, with the player next to it.]]
+
The acre system in {{NL|short|nolink}} has all but disappeared, as villager homes, town projects, buildings and the player's house can be built anywhere, regardless of acre boundaries. Even perfect town status no longer relies on tree counts in individual acres, instead using an overall tree count as well as requiring an environmental rating based on [[public works project]]s. Bug and fish spawn spots remain the same as they did in {{CF|short|nolink}}, however, with the same style of spawning.
  
 +
===In {{NH|short|nolink}}===
 +
{{NH|short|nolink}} features the largest town map so far in the {{SER|nolink}}, a 42-acre map measuring seven across and six down. Just like in {{PG|nolink}}, the acres are clearly marked and labeled on the map. Columns are labeled 1 through 7 and rows are labeled ''A'' through ''F'', ''A'' being the northmost row and F being the southmost row. The [[airport]] and [[pier]] always generate on the ''F'' row. Unlike previous games, cedar trees can grow on any acre, not just the two northernmost acres. The bugs and fish spawn similarly to how they did between {{WW|short|nolink}} and {{NL|short|nolink}}.
  
 +
[[File:NH Map.jpg|500 px|thumb]]
  
 
+
{{Navbox Geography}}
 
+
{{Navbox Gameplay elements}}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
{{cleanup}}
 
[[Category:Gameplay Elements]]
 

Latest revision as of 18:58, March 25, 2024

A town map in Animal Crossing, with marked acres.

Acres are grid elements measuring 16x16 spaces in the player's town. Each game in the Animal Crossing series arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including Doubutsu no Mori e+ there is an explicitly designated acre system viewable from the map screen. Subsequent titles (up until Animal Crossing: New Horizons) removed the explicit acre system in favor of an open and scrolling rounded-world design, although the acres are still used to determine perfect town status (Animal Crossing: New Leaf being the exception).

In all titles cedar tree growth is limited to the two northernmost rows of acres while coconut tree growth is limited to beach acres; however, in New Horizons, these trees can be moved anywhere where there is sufficient space with the player's shovel without suffering any adverse effects, provided they are fully grown.

Appearances[edit]

Graphic comparing the acre count of each Animal Crossing title.

Pink: Wild World
Blue: New Leaf
Orange: City Folk
Green: Animal Crossing
Yellow: New Horizons

In Doubutsu no Mori, Doubutsu no Mori+, Animal Crossing, and Doubutsu no Mori e+[edit]

Doubutsu no Mori, Doubutsu no Mori+, Animal Crossing, and Doubutsu no Mori e+ feature a town measuring five acres across by six down. Town maps are generated semi-randomly; some acre models may only appear in a designated space (the train station is always located in Acre A-3) while others are more flexible. Acres are marked on the map, with columns being labeled 1 through 5 and rows being labeled A through F in Animal Crossing; in Japanese versions, including Doubutsu no Mori e+, both columns and rows are labeled with numbers.

Every time the player moves into an acre (with the exception of a player exiting their house upon loading the game), one fish and one bug spawn at the locations programmed within the acre data. The bug and fish within the acre disappear upon moving six squares away from that acre. Bugs cannot move outside of an acre; should a Banded Dragonfly fly outside of the acre it will fly up and disappear. However, fish can move with the river current and end up in the next acre. The bug and fish that appear in the acre are determined by their rarity.

In Wild World[edit]

Animal Crossing: Wild World is the first game in the series to feature a scrolling rounded-world design. Each town is made up of only 16 acres (four across and four down), giving Wild World the smallest town map of any game in the Animal Crossing series. Explicit acre boundaries do not exist, but they are still used in the game's code to determine perfect town status.

Fish and bugs no longer spawn upon entering an acre, instead they appear in designated spawn locations out of viewing range of the camera. Up to one bug or fish may appear in a given spawn location at a time, however unlike previous games in the series, there is a not a 100% chance of a bug or fish appearing in each acre. A bug or fish's rarity also affects the likelihood of its appearance.

In City Folk[edit]

Animal Crossing: City Folk maintains the open, rounded-world design introduced in Animal Crossing: Wild World. Each town is made up of 25 acres, five across and five down, making it the third largest of any game yet released. The acres are not explicitly marked but again are used to determine perfect town status. The game also introduces a new city plaza accessible via the bus stop.

City Folk also uses many of the same bug and fish spawning procedures as seen in Wild World, though fish are now capable of spawning within the viewing range of the camera as well as outside of it. Bugs, however, remain the same in that they always spawn outside of viewing range.

In New Leaf[edit]

Animal Crossing: New Leaf features a 20-acre town map, five acres across and four down. This places it in between the sizes of the Wild World and City Folk maps. The game also features additional map areas such as the sea to Tortimer Island, Tortimer Island proper, the Main Street and the four parts of the Happy Home Showcase.

The acre system in New Leaf has all but disappeared, as villager homes, town projects, buildings and the player's house can be built anywhere, regardless of acre boundaries. Even perfect town status no longer relies on tree counts in individual acres, instead using an overall tree count as well as requiring an environmental rating based on public works projects. Bug and fish spawn spots remain the same as they did in City Folk, however, with the same style of spawning.

In New Horizons[edit]

New Horizons features the largest town map so far in the Animal Crossing series, a 42-acre map measuring seven across and six down. Just like in Animal Crossing, the acres are clearly marked and labeled on the map. Columns are labeled 1 through 7 and rows are labeled A through F, A being the northmost row and F being the southmost row. The airport and pier always generate on the F row. Unlike previous games, cedar trees can grow on any acre, not just the two northernmost acres. The bugs and fish spawn similarly to how they did between Wild World and New Leaf.

NH Map.jpg